Files
psopeeps-newserv/src/Map.hh
T
2025-12-20 18:52:45 -08:00

1045 lines
42 KiB
C++

#pragma once
#include <inttypes.h>
#include <array>
#include <memory>
#include <phosg/Encoding.hh>
#include <phosg/JSON.hh>
#include <random>
#include <string>
#include <vector>
#include "BattleParamsIndex.hh"
#include "CommonFileFormats.hh"
#include "PSOEncryption.hh"
#include "StaticGameData.hh"
#include "Text.hh"
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Game structures (used in 6x6B/6x6C/6x6E handlers, and here)
struct SyncEnemyStateEntry {
le_uint32_t flags = 0; // Same as flags in 6x0A
le_uint16_t item_drop_id = 0;
le_uint16_t total_damage = 0; // Same as in 6x0A
uint8_t red_buff_type = 0;
uint8_t red_buff_level = 0;
uint8_t blue_buff_type = 0;
uint8_t blue_buff_level = 0;
} __packed_ws__(SyncEnemyStateEntry, 0x0C);
struct SyncObjectStateEntry {
le_uint16_t flags = 0;
le_uint16_t item_drop_id = 0;
} __packed_ws__(SyncObjectStateEntry, 0x04);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Set data table (variations index)
struct Variations {
struct Entry {
le_uint32_t layout = 0;
le_uint32_t entities = 0;
} __packed_ws__(Entry, 0x08);
parray<Entry, 0x10> entries;
std::string str() const;
phosg::JSON json() const;
} __packed_ws__(Variations, 0x80);
class SetDataTableBase {
public:
virtual ~SetDataTableBase() = default;
Variations generate_variations(Episode episode, bool is_solo, std::shared_ptr<RandomGenerator> rand_crypt) const;
virtual Variations::Entry num_available_variations_for_floor(Episode episode, uint8_t floor) const = 0;
virtual Variations::Entry num_free_play_variations_for_floor(Episode episode, bool is_solo, uint8_t floor) const = 0;
enum class FilenameType {
OBJECT_SETS = 0,
ENEMY_SETS,
EVENTS,
};
virtual std::string map_filename_for_variation(
Episode episode, GameMode mode, uint8_t floor, uint32_t layout, uint32_t entities, FilenameType type) const = 0;
std::vector<std::string> map_filenames_for_variations(
Episode episode, GameMode mode, const Variations& variations, FilenameType type) const;
static std::array<uint8_t, 0x12> default_floor_to_area(Version version, Episode episode);
std::array<uint8_t, 0x12> default_floor_to_area(Episode episode) const;
protected:
explicit SetDataTableBase(Version version);
Version version;
};
class SetDataTable : public SetDataTableBase {
public:
struct SetEntry {
std::string object_list_basename;
std::string enemy_and_event_list_basename;
std::string area_setup_filename;
};
SetDataTable(Version version, const std::string& data);
virtual ~SetDataTable() = default;
virtual Variations::Entry num_available_variations_for_floor(Episode episode, uint8_t floor) const;
virtual Variations::Entry num_free_play_variations_for_floor(Episode episode, bool is_solo, uint8_t floor) const;
virtual std::string map_filename_for_variation(
Episode episode, GameMode mode, uint8_t floor, uint32_t layout, uint32_t entities, FilenameType type) const;
std::string str() const;
private:
template <bool BE>
void load_table_t(const std::string& data);
// Indexes are [floor][variation1][variation2]; floor is cumulative per episode, so Ep2 starts at floor=18.
std::vector<std::vector<std::vector<SetEntry>>> entries;
};
class SetDataTableDCNTE : public SetDataTableBase {
public:
SetDataTableDCNTE();
virtual ~SetDataTableDCNTE() = default;
virtual Variations::Entry num_available_variations_for_floor(Episode episode, uint8_t floor) const;
virtual Variations::Entry num_free_play_variations_for_floor(Episode episode, bool is_solo, uint8_t floor) const;
virtual std::string map_filename_for_variation(
Episode episode, GameMode mode, uint8_t floor, uint32_t layout, uint32_t entities, FilenameType type) const;
private:
static const std::array<std::vector<std::vector<std::string>>, 0x12> NAMES;
};
class SetDataTableDC112000 : public SetDataTableBase {
public:
SetDataTableDC112000();
virtual ~SetDataTableDC112000() = default;
virtual Variations::Entry num_available_variations_for_floor(Episode episode, uint8_t floor) const;
virtual Variations::Entry num_free_play_variations_for_floor(Episode episode, bool is_solo, uint8_t floor) const;
virtual std::string map_filename_for_variation(
Episode episode, GameMode mode, uint8_t floor, uint32_t layout, uint32_t entities, FilenameType type) const;
private:
static const std::array<std::vector<std::vector<std::string>>, 0x12> NAMES;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Map (DAT) file parser. This class is responsible for parsing individual quest DAT files, or up to three individual
// free-play DAT files (object sets, enemy sets, and events, each of which are optional). In the free-play case, the
// MapFile represents entities for a single floor; in the quest case, it represents the lists for all floors.
class MapFile : public std::enable_shared_from_this<MapFile> {
public:
static std::string name_for_object_type(uint16_t type, Version version = Version::UNKNOWN, uint8_t area = 0xFF);
static std::string name_for_enemy_type(uint16_t type, Version version = Version::UNKNOWN, uint8_t area = 0xFF);
struct SectionHeader { // Only used for quest DAT files
enum class Type {
END = 0,
OBJECT_SETS = 1,
ENEMY_SETS = 2,
EVENTS = 3,
RANDOM_ENEMY_LOCATIONS = 4,
RANDOM_ENEMY_DEFINITIONS = 5,
};
le_uint32_t le_type;
le_uint32_t section_size; // Includes this header
le_uint32_t floor;
le_uint32_t data_size;
inline Type type() const {
return static_cast<Type>(this->le_type.load());
}
} __packed_ws__(SectionHeader, 0x10);
struct ObjectSetEntry { // Section type 1 (OBJECT_SETS)
/* 00 */ le_uint16_t base_type = 0;
/* 02 */ le_uint16_t set_flags = 0; // Used by PSO at runtime, unused in DAT file
/* 04 */ le_uint16_t index = 0; // Used by PSO at runtime, unused in DAT file
/* 06 */ le_uint16_t floor = 0;
/* 08 */ le_uint16_t entity_id = 0; // == index + 0x4000; used by PSO at runtime, unused in DAT file
/* 0A */ le_uint16_t group = 0;
/* 0C */ le_uint16_t room = 0;
/* 0E */ le_uint16_t unknown_a3 = 0;
// The position is relative to the room in which the object is placed; to get the actual world position, the
// object's position must be rotated around the room's origin by the room's angles, then translated by the room's
// offset. The room's angle and offset can be found in the area's n.rel file.
/* 10 */ VectorXYZF pos;
// Angles are specified as 16-bit integers, where 0 is no rotation around the axis and FFFF is almost a complete
// counterclockwise rotation.
/* 1C */ VectorXYZI angle;
// See notes in dat_object_definitions in Map.cc for how these are used
/* 28 */ le_float param1 = 0.0f;
/* 2C */ le_float param2 = 0.0f;
/* 30 */ le_float param3 = 0.0f;
/* 34 */ le_int32_t param4 = 0;
/* 38 */ le_int32_t param5 = 0;
/* 3C */ le_int32_t param6 = 0;
/* 40 */ le_uint32_t unused_obj_ptr = 0; // Reserved for pointer in client's memory; unused by server
/* 44 */
uint64_t semantic_hash(uint8_t floor) const;
std::string str(Version version = Version::UNKNOWN, uint8_t area = 0xFF) const;
} __packed_ws__(ObjectSetEntry, 0x44);
struct EnemySetEntry { // Section type 2 (ENEMY_SETS)
/* 00 */ le_uint16_t base_type = 0;
/* 02 */ le_uint16_t set_flags = 0; // Used by PSO at runtime, unused in DAT file
/* 04 */ le_uint16_t index = 0; // Used by PSO at runtime, unused in DAT file
/* 06 */ le_uint16_t num_children = 0; // If == 0, use the default child count from the constructor table
/* 08 */ le_uint16_t floor = 0;
/* 0A */ le_uint16_t entity_id = 0; // == index + 0x1000; used by PSO at runtime, unused in DAT file
/* 0C */ le_uint16_t room = 0;
/* 0E */ le_uint16_t wave_number = 0;
/* 10 */ le_uint16_t wave_number2 = 0;
/* 12 */ le_uint16_t unknown_a1 = 0;
/* 14 */ VectorXYZF pos;
/* 24 */ VectorXYZI angle;
// See notes in dat_enemy_definitions in Map.cc for how these are used
/* 2C */ le_float param1 = 0.0f;
/* 30 */ le_float param2 = 0.0f;
/* 34 */ le_float param3 = 0.0f;
/* 38 */ le_float param4 = 0.0f;
/* 3C */ le_float param5 = 0.0f;
/* 40 */ le_int16_t param6 = 0;
/* 42 */ le_int16_t param7 = 0;
/* 44 */ le_uint32_t unused_obj_ptr = 0; // Reserved for pointer in client's memory; unused by server
/* 48 */
uint64_t semantic_hash(uint8_t floor) const;
std::string str(Version version = Version::UNKNOWN, uint8_t area = 0xFF) const;
} __packed_ws__(EnemySetEntry, 0x48);
struct EventsSectionHeader { // Section type 3 (EVENTS)
// The events section has three zones: the header (this structure), the event entries, and the action stream. The
// header specifies where to find each one in the section, and how many entries there are. The offsets here are
// relative to the beginning of the header.
/* 00 */ le_uint32_t action_stream_offset;
/* 04 */ le_uint32_t entries_offset;
/* 08 */ le_uint32_t entry_count;
/* 0C */ be_uint32_t format; // 0 or 'evt2'
/* 10 */
inline bool is_evt2() const {
return (this->format == 0x65767432);
}
} __packed_ws__(EventsSectionHeader, 0x10);
struct Event1Entry { // Section type 3 (EVENTS) if format == 0
// A wave event consists of an event (this struct) and an action stream, which is a short script that runs when all
// enemies in the wave are killed. Generally, events work like this:
// 1. The event is triggered (e.g. via a quest script or trigger object). This sets flag 0004 on the wave event.
// 2. The client constructs a TSetEvtDestroy object, which despite its name, is also responsible for constructing
// enemies. This sets flag 0002 on the wave event. This object waits for the delay specified in this structure
// (in frames), then constructs the wave's enemies.
// 3. The player kills all the enemies.
// 4. The TSetEvtDestroy object sets flag 0010 on the event.
// 5. The TSetEvtDestroy object sets flag 0008 on the event and runs the post-wave actions. (This happens one
// frame after the above.) See the implementation of MapFile::disassemble_action_stream for details on the
// format of post-wave actions. It then clears flag 0004 (but not 0002).
// The event ID identifies this event on the current floor. It is not required that all wave events have unique
// IDs; if multiple events have the same ID, they will all trigger at the same time when any one of them is
// triggered (since wave events can only be triggered by ID).
/* 00 */ le_uint32_t event_id = 0;
// The flags field specifies the state of the event. This field is synced to a joining player as part of the 6x6E
// command during the game loading sequence. Known bits:
// 0002 = wave object constructor has been called (this flag is not synced via 6x6E)
// 0004 = is active (has been triggered)
// 0008 = post-wave actions have been run
// 0010 = all enemies killed
/* 04 */ le_uint16_t flags = 0; // Used by PSO at runtime, unused in file
// It seems Sega originally wanted to support multiple types of events, and the event_type field controls which
// constructor is called when the event is triggered by a 6x67 command. It seems they never actually used this
// though; there are only two valid values: 0 makes the event do nothing (no object is constructed at all) and 1
// uses the normal control object described above (TSetEvtDestroy). There is no bounds check here, so any other
// value causes undefined behavior.
/* 06 */ le_uint16_t event_type = 1;
// The room and wave_number fields specify which enemies should be constructed when this event triggers. All
// enemies whose room and wave_number fields match these two fields are constructed at the same time when the event
// triggers (or after the delay below).
/* 08 */ le_uint16_t room = 0;
/* 0A */ le_uint16_t wave_number = 0;
// The delay field specified how long (in frames) to wait after the event's trigger time before constructing all
// the enemies.
/* 0C */ le_uint32_t delay = 0;
// This field specifies where in the action stream data to start running commands for this event, when all enemies
// are defeated. This is relative to the beginning of the action stream, not the events section header.
/* 10 */ le_uint32_t action_stream_offset = 0;
/* 14 */
uint64_t semantic_hash(uint8_t floor) const;
std::string str() const;
} __packed_ws__(Event1Entry, 0x14);
struct Event2Entry { // Section type 3 (EVENTS) if format == 'evt2'
/* 00 */ le_uint32_t event_id = 0;
/* 04 */ le_uint16_t flags = 0; // Used by PSO at runtime, unused in DAT file
/* 06 */ le_uint16_t event_type = 0;
/* 08 */ le_uint16_t room = 0;
/* 0A */ le_uint16_t wave_number = 0;
/* 0C */ le_uint16_t min_delay = 0;
/* 0E */ le_uint16_t max_delay = 0;
/* 10 */ uint8_t min_enemies = 0;
/* 11 */ uint8_t max_enemies = 0;
/* 12 */ le_uint16_t max_waves = 0;
/* 14 */ le_uint32_t action_stream_offset = 0;
/* 18 */
std::string str() const;
} __packed_ws__(Event2Entry, 0x18);
struct RandomEnemyLocationsHeader { // Section type 4 (RANDOM_ENEMY_LOCATIONS)
// The room table specifies which locations are valid for each room, but these are specified indirectly as offsets
// into the entries table (pointed to by entries_offset). The entries in the room table must be sorted in
// increasing order of room_id; if they aren't, the client may fail to find a valid room during enemy placement,
// which can crash the client.
/* 00 */ le_uint32_t room_table_offset; // Offset to RandomEnemyRoom structs, from start of this struct
/* 04 */ le_uint32_t entries_offset; // Offset to RandomEnemyLocation structs, from start of this struct
/* 08 */ le_uint32_t num_rooms;
/* 0C */
} __packed_ws__(RandomEnemyLocationsHeader, 0x0C);
struct RandomEnemyRoom { // Section type 4 (RANDOM_ENEMY_LOCATIONS)
/* 00 */ le_uint16_t room_id;
/* 02 */ le_uint16_t count;
/* 04 */ le_uint32_t offset; // Bytes from start of RandomEnemyLocation section
/* 08 */
std::string str() const;
} __packed_ws__(RandomEnemyRoom, 8);
struct RandomEnemyLocation { // Section type 4 (RANDOM_ENEMY_LOCATIONS)
/* 00 */ VectorXYZF pos;
/* 0C */ VectorXYZI angle;
/* 18 */ le_uint16_t unknown_a9; // TODO: Verify these are actually little-endian
/* 1A */ le_uint16_t unknown_a10; // TODO: Verify these are actually little-endian
/* 1C */
std::string str() const;
} __packed_ws__(RandomEnemyLocation, 0x1C);
struct RandomEnemyDefinitionsHeader { // Section type 5 (RANDOM_ENEMY_DEFINITIONS)
/* 00 */ le_uint32_t entries_offset; // Offset to RandomEnemyDefinition structs, from start of this struct
/* 04 */ le_uint32_t weight_entries_offset; // Offset to RandomEnemyDefinitionWeights structs, from start of this struct
/* 08 */ le_uint32_t entry_count;
/* 0C */ le_uint32_t weight_entry_count;
/* 10 */
} __packed_ws__(RandomEnemyDefinitionsHeader, 0x10);
struct RandomEnemyDefinition { // Section type 5 (RANDOM_ENEMY_DEFINITIONS)
// All fields through entry_index map to the corresponding fields in EnemySetEntry. Note that the order of param6
// and param7 is switched!
/* 00 */ le_float param1;
/* 04 */ le_float param2;
/* 08 */ le_float param3;
/* 0C */ le_float param4;
/* 10 */ le_float param5;
/* 14 */ le_int16_t param7;
/* 16 */ le_int16_t param6;
/* 18 */ le_uint16_t entry_index;
/* 1A */ le_uint16_t unknown_a1;
/* 1C */ le_uint16_t min_children;
/* 1E */ le_uint16_t max_children;
/* 20 */
std::string str() const;
} __packed_ws__(RandomEnemyDefinition, 0x20);
struct RandomEnemyWeight { // Section type 5 (RANDOM_ENEMY_DEFINITIONS)
/* 00 */ uint8_t base_type_index;
/* 01 */ uint8_t def_entry_index;
/* 02 */ uint8_t weight;
/* 03 */ uint8_t unknown_a4;
/* 04 */
std::string str() const;
} __packed_ws__(RandomEnemyWeight, 4);
struct RandomState {
PSOV2Encryption random;
PSOV2Encryption location_table_random;
std::array<uint32_t, 0x20> location_index_table;
uint32_t location_indexes_populated;
uint32_t location_indexes_used;
uint32_t location_entries_base_offset;
explicit RandomState(uint32_t random_seed);
size_t rand_int_biased(size_t min_v, size_t max_v);
uint32_t next_location_index();
void generate_shuffled_location_table(
const RandomEnemyLocationsHeader& header, phosg::StringReader r, uint16_t room_id);
};
struct FloorSections {
uint8_t floor = 0xFF;
size_t object_sets_file_offset = 0;
size_t object_sets_file_size = 0;
const ObjectSetEntry* object_sets = nullptr;
size_t object_set_count = 0;
size_t first_object_set_index = 0;
size_t enemy_sets_file_offset = 0;
size_t enemy_sets_file_size = 0;
const EnemySetEntry* enemy_sets = nullptr;
size_t enemy_set_count = 0;
size_t first_enemy_set_index = 0;
size_t events_file_offset = 0;
size_t events_file_size = 0;
const void* events_data = nullptr;
size_t events_data_size = 0;
const Event1Entry* events1 = nullptr;
const Event2Entry* events2 = nullptr;
size_t event_count = 0;
const void* event_action_stream = nullptr;
size_t event_action_stream_bytes = 0;
size_t first_event_set_index = 0;
size_t random_enemy_locations_file_offset = 0;
size_t random_enemy_locations_file_size = 0;
const void* random_enemy_locations_data = nullptr;
size_t random_enemy_locations_data_size = 0;
const RandomEnemyRoom* random_enemy_rooms = nullptr;
size_t random_enemy_room_count = 0;
const RandomEnemyLocation* random_enemy_locations = nullptr;
size_t random_enemy_location_count = 0;
size_t random_enemy_definitions_file_offset = 0;
size_t random_enemy_definitions_file_size = 0;
const void* random_enemy_definitions_data = nullptr;
size_t random_enemy_definitions_data_size = 0;
const RandomEnemyDefinition* random_enemy_definitions = nullptr;
size_t random_enemy_definition_count = 0;
const RandomEnemyWeight* random_enemy_weights = nullptr;
size_t random_enemy_weight_count = 0;
};
// Quest constructor
MapFile(std::shared_ptr<const std::string> quest_data);
// Free-play constructor
MapFile(
uint8_t floor,
std::shared_ptr<const std::string> objects_data,
std::shared_ptr<const std::string> enemy_sets_data,
std::shared_ptr<const std::string> events_data);
// Constructor for materialize_random_sections
explicit MapFile(uint32_t random_seed);
~MapFile() = default;
inline uint64_t source_hash() const {
return this->linked_data_hash;
}
inline std::shared_ptr<const std::string> get_quest_data() const {
return this->quest_data;
}
inline int64_t random_seed() const { // Returns -1 if not randomized or no randomization required
return this->generated_with_random_seed;
}
inline bool has_random_sections() const {
return this->has_any_random_sections;
}
// If the map file has no random sections, does nothing and returns a shared_ptr to this. If it has any random
// sections, returns a new map with all non-random sections copied verbatim, and random sections replaced with
// non-random sections according to the challenge mode generation algorithm.
std::shared_ptr<MapFile> materialize_random_sections(uint32_t random_seed);
std::shared_ptr<const MapFile> materialize_random_sections(uint32_t random_seed) const;
inline const FloorSections& floor(uint8_t floor) const {
return this->sections_for_floor.at(floor);
}
inline FloorSections& floor(uint8_t floor) {
return this->sections_for_floor.at(floor);
}
size_t count_object_sets() const;
size_t count_enemy_sets() const;
size_t count_events() const;
static std::string disassemble_action_stream(const void* data, size_t size);
std::string disassemble(bool reassembly = false, Version version = Version::UNKNOWN) const;
std::string serialize() const;
protected:
static const std::array<uint32_t, 41> RAND_ENEMY_BASE_TYPES;
void link_data(std::shared_ptr<const std::string> data);
void set_object_sets_for_floor(uint8_t floor, size_t file_offset, const void* data, size_t size);
void set_enemy_sets_for_floor(uint8_t floor, size_t file_offset, const void* data, size_t size);
void set_events_for_floor(uint8_t floor, size_t file_offset, const void* data, size_t size, bool allow_evt2);
void set_random_enemy_locations_for_floor(uint8_t floor, size_t file_offset, const void* data, size_t size);
void set_random_enemy_definitions_for_floor(uint8_t floor, size_t file_offset, const void* data, size_t size);
void compute_floor_start_indexes();
std::shared_ptr<const std::string> quest_data;
std::unordered_set<std::shared_ptr<const std::string>> linked_data;
std::array<FloorSections, 0x12> sections_for_floor;
uint64_t linked_data_hash = 0;
bool has_any_random_sections = false;
int64_t generated_with_random_seed = -1;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Super map. This class is responsible for collecting entity lists across PSO versions and diffing them to link
// together entities that don't line up across versions. This class also generates enemy lists from enemy set lists,
// which MapFile doesn't do. Like MapFile, a single SuperMap is either responsible for all entities on all floors in a
// quest, or all entities on a single floor in free play. Each entity is assigned a "super ID", which uniquely
// identifies the entity on all PSO versions. (These are the IDs which newserv formats as K-XXX, E-XXX, and W-XXX,
// though they are offset as needed for floors beyond the first.)
// There must not be any random enemy sections in any MapFile passed to SuperMap; to resolve them,
// materialize_random_sections must be called on all MapFiles first. This generally only is needed in Challenge mode.
class SuperMap {
public:
struct Object {
struct ObjectVersion {
const MapFile::ObjectSetEntry* set_entry = nullptr;
uint16_t relative_object_index = 0xFFFF;
};
std::array<ObjectVersion, NUM_VERSIONS> def_for_version;
size_t super_id = 0;
uint8_t floor = 0xFF;
inline ObjectVersion& version(Version v) {
return this->def_for_version.at(static_cast<size_t>(v));
}
inline const ObjectVersion& version(Version v) const {
return this->def_for_version.at(static_cast<size_t>(v));
}
std::string id_str() const;
std::string str() const;
};
struct Enemy {
struct EnemyVersion {
const MapFile::EnemySetEntry* set_entry = nullptr;
uint16_t relative_enemy_index = 0xFFFF;
uint16_t relative_set_index = 0xFFFF;
};
std::array<EnemyVersion, NUM_VERSIONS> def_for_version;
size_t super_id = 0;
size_t super_set_id = 0;
uint16_t child_index = 0;
std::shared_ptr<Enemy> alias_target_ene; // May be null
EnemyType type = EnemyType::UNKNOWN;
bool is_default_rare_v123 = false;
bool is_default_rare_bb = false;
uint8_t floor = 0xFF;
inline EnemyVersion& version(Version v) {
return this->def_for_version.at(static_cast<size_t>(v));
}
inline const EnemyVersion& version(Version v) const {
return this->def_for_version.at(static_cast<size_t>(v));
}
std::string id_str() const;
std::string str() const;
};
struct Event {
struct EventVersion {
const MapFile::Event1Entry* set_entry = nullptr;
uint16_t relative_event_index = 0xFFFF;
const void* action_stream = nullptr;
size_t action_stream_size = 0;
};
size_t super_id = 0;
uint8_t floor = 0;
std::array<EventVersion, NUM_VERSIONS> def_for_version;
inline EventVersion& version(Version v) {
return this->def_for_version.at(static_cast<size_t>(v));
}
inline const EventVersion& version(Version v) const {
return this->def_for_version.at(static_cast<size_t>(v));
}
std::string id_str() const;
std::string str() const;
};
struct EntitiesForVersion {
std::shared_ptr<const MapFile> map_file;
// Entity lists (matching those used in-game)
std::vector<std::shared_ptr<Object>> objects;
std::array<size_t, 0x12> object_floor_start_indexes = {};
std::vector<std::shared_ptr<Enemy>> enemies;
std::array<size_t, 0x12> enemy_floor_start_indexes = {};
std::vector<std::shared_ptr<Enemy>> enemy_sets; // Like .enemies, but only includes canonical enemies (no children)
std::array<size_t, 0x12> enemy_set_floor_start_indexes = {};
std::vector<std::shared_ptr<Event>> events;
std::array<size_t, 0x12> event_floor_start_indexes = {};
// Indexes
std::unordered_multimap<uint64_t, std::shared_ptr<Object>> object_for_floor_room_and_group;
std::unordered_multimap<uint64_t, std::shared_ptr<Object>> door_for_floor_and_switch_flag;
std::unordered_multimap<uint64_t, std::shared_ptr<Enemy>> enemy_for_floor_room_and_wave_number;
std::unordered_multimap<uint64_t, std::shared_ptr<Event>> event_for_floor_room_and_wave_number;
std::multimap<uint64_t, std::shared_ptr<Event>> event_for_floor_and_event_id;
};
SuperMap(
const std::array<std::shared_ptr<const MapFile>, NUM_VERSIONS>& map_files,
const std::array<uint8_t, 0x12>& floor_to_area);
~SuperMap() = default;
inline EntitiesForVersion& version(Version v) {
return this->entities_for_version.at(static_cast<size_t>(v));
}
inline const EntitiesForVersion& version(Version v) const {
return this->entities_for_version.at(static_cast<size_t>(v));
}
inline int64_t get_random_seed() const {
return this->random_seed;
}
inline const std::vector<std::shared_ptr<Object>>& all_objects() const {
return this->objects;
}
inline const std::vector<std::shared_ptr<Enemy>>& all_enemies() const {
return this->enemies;
}
inline const std::vector<std::shared_ptr<Enemy>>& all_enemy_sets() const {
return this->enemy_sets;
}
inline const std::vector<std::shared_ptr<Event>>& all_events() const {
return this->events;
}
std::vector<std::shared_ptr<const Object>> objects_for_floor_room_group(
Version version, uint8_t floor, uint16_t room, uint16_t group) const;
std::vector<std::shared_ptr<const Object>> doors_for_switch_flag(
Version version, uint8_t floor, uint8_t switch_flag) const;
std::shared_ptr<const Enemy> enemy_for_index(Version version, uint16_t enemy_index) const;
std::shared_ptr<const Enemy> enemy_for_floor_type(Version version, uint8_t floor, EnemyType type) const;
std::vector<std::shared_ptr<const Enemy>> enemies_for_floor_room_wave(
Version version, uint8_t floor, uint16_t room, uint16_t wave_number) const;
std::vector<std::shared_ptr<const Event>> events_for_id(Version version, uint8_t floor, uint32_t event_id) const;
std::vector<std::shared_ptr<const Event>> events_for_floor(Version version, uint8_t floor) const;
std::vector<std::shared_ptr<const Event>> events_for_floor_room_wave(
Version version, uint8_t floor, uint16_t room, uint16_t wave_number) const;
std::unordered_map<EnemyType, size_t> count_enemy_sets_for_version(Version version) const;
uint8_t area_for_floor(uint8_t floor) const {
return this->floor_to_area.at(floor);
}
struct EfficiencyStats {
size_t filled_object_slots = 0;
size_t total_object_slots = 0;
size_t filled_enemy_set_slots = 0;
size_t total_enemy_set_slots = 0;
size_t filled_event_slots = 0;
size_t total_event_slots = 0;
EfficiencyStats& operator+=(const EfficiencyStats& other);
std::string str() const;
};
EfficiencyStats efficiency() const;
void verify() const;
void print(FILE* stream) const;
protected:
friend class MapState;
phosg::PrefixedLogger log;
std::array<uint8_t, 0x12> floor_to_area = {};
int64_t random_seed = -1;
std::vector<std::shared_ptr<Object>> objects;
std::vector<std::shared_ptr<Enemy>> enemies;
std::vector<std::shared_ptr<Enemy>> enemy_sets;
std::vector<std::shared_ptr<Event>> events;
std::unordered_map<uint64_t, std::vector<std::shared_ptr<Object>>> objects_for_semantic_hash;
std::unordered_map<uint64_t, std::vector<std::shared_ptr<Enemy>>> enemy_sets_for_semantic_hash;
std::unordered_map<uint64_t, std::vector<std::shared_ptr<Event>>> events_for_semantic_hash;
std::array<EntitiesForVersion, NUM_VERSIONS> entities_for_version;
std::shared_ptr<Object> add_object(Version version, uint8_t floor, const MapFile::ObjectSetEntry* set_entry);
void link_object_version(std::shared_ptr<Object> obj, Version version, const MapFile::ObjectSetEntry* set_entry);
std::shared_ptr<Enemy> add_enemy_and_children(Version version, uint8_t floor, const MapFile::EnemySetEntry* set_entry);
void link_enemy_version_and_children(std::shared_ptr<Enemy> ene, Version version, const MapFile::EnemySetEntry* set_entry);
std::shared_ptr<Event> add_event(
Version version,
uint8_t floor,
const MapFile::Event1Entry* entry,
const void* map_file_action_stream,
size_t map_file_action_stream_size);
void link_event_version(
std::shared_ptr<Event> ev,
Version version,
const MapFile::Event1Entry* entry,
const void* map_file_action_stream,
size_t map_file_action_stream_size);
void add_map_file(Version v, std::shared_ptr<const MapFile> this_map_file);
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Map state. This class is responsible for keeping track of the in-game state of objects, enemies, and events. This is
// the only class that's constructed for every game; the others are essentially immutable data once loaded, and this
// class refers to them.
class MapState {
public:
struct RareEnemyRates {
static constexpr uint32_t DEFAULT_RARE_ENEMY_RATE_V1_V2 = 0x00418937; // 1/1000
static constexpr uint32_t DEFAULT_RARE_ENEMY_RATE_V3 = 0x0083126E; // 1/500
static constexpr uint32_t DEFAULT_MERICARAND_RATE_V3 = 0x33333333; // 1/5
static constexpr uint32_t DEFAULT_RARE_BOSS_RATE_V4 = 0x1999999A; // 1/10
uint32_t hildeblue; // HILDEBEAR -> HILDEBLUE
uint32_t rappy; // RAG_RAPPY -> {AL_RAPPY or seasonal rappies}; SAND_RAPPY -> DEL_RAPPY
uint32_t nar_lily; // POISON_LILY -> NAR_LILY
uint32_t pouilly_slime; // POFUILLY_SLIME -> POUILLY_SLIME
uint32_t mericarand; // MERICARAND -> MERIKLE or MERICUS (only for those with subtype > 2)
uint32_t merissa_aa; // MERISSA_A -> MERISSA_AA
uint32_t pazuzu; // ZU -> PAZUZU (and _ALT variants)
uint32_t dorphon_eclair; // DORPHON -> DORPHON_ECLAIR
uint32_t kondrieu; // {SAINT_MILION, SHAMBERTIN} -> KONDRIEU
RareEnemyRates(uint32_t enemy_rate, uint32_t mericarand_rate, uint32_t boss_rate);
explicit RareEnemyRates(const phosg::JSON& json);
uint32_t get(EnemyType type) const;
std::string str() const;
phosg::JSON json() const;
};
static const std::shared_ptr<const RareEnemyRates> NO_RARE_ENEMIES;
static const std::shared_ptr<const RareEnemyRates> DEFAULT_RARE_ENEMIES;
struct ObjectState {
// WARNING: super_obj CAN BE NULL! This is not the case for enemies and events; their super entities are never
// null. In the case of objects, dynamic objects like player-set traps have object IDs past the end of the map's
// object list, and when queried, the MapState will return a temporary ObjectState with a null super_obj. (In these
// cases, only k_id is needed for correctness.)
std::shared_ptr<const SuperMap::Object> super_obj;
size_t k_id = 0;
uint16_t game_flags = 0;
uint16_t set_flags = 0;
bool item_drop_checked = false;
inline void reset() {
this->game_flags = 0;
this->set_flags = 0;
this->item_drop_checked = false;
}
inline std::string type_name(Version v, uint8_t area = 0xFF) const {
if (!this->super_obj) {
return "<DYNAMIC>";
}
return MapFile::name_for_object_type(this->super_obj->version(v).set_entry->base_type, v, area);
}
};
struct EnemyState {
std::shared_ptr<EnemyState> alias_target_ene_st; // Null for most enemies
std::shared_ptr<const SuperMap::Enemy> super_ene;
enum Flag {
LAST_HIT_MASK = 0x0003,
EXP_GIVEN = 0x0004,
ITEM_DROPPED = 0x0008,
ALL_HITS_MASK_FIRST = 0x0010,
ALL_HITS_MASK = 0x00F0,
};
size_t e_id = 0;
size_t set_id = 0;
uint32_t game_flags = 0; // From 6x0A
uint16_t total_damage = 0;
uint16_t rare_flags = 0;
uint16_t mericarand_variant_flags = 0;
uint16_t set_flags = 0; // Only used if super_ene->child_index == 0
uint16_t server_flags = 0;
inline void reset() {
this->total_damage = 0;
this->rare_flags = 0;
this->game_flags = 0;
this->set_flags = 0;
this->server_flags = 0;
}
inline bool is_rare(Version version) const {
return (((this->rare_flags >> static_cast<size_t>(version)) & 1) ||
((version == Version::BB_V4) ? this->super_ene->is_default_rare_bb : this->super_ene->is_default_rare_v123));
}
inline void set_rare(Version version) {
this->rare_flags |= (1 << static_cast<size_t>(version));
}
inline void set_mericarand_variant_flag(Version version) {
this->mericarand_variant_flags |= (1 << static_cast<size_t>(version));
}
inline EnemyType type(Version version, uint8_t area, Difficulty difficulty, uint8_t event) const {
if (this->super_ene->type == EnemyType::MERICARAND) {
if (this->is_rare(version)) {
return ((this->mericarand_variant_flags >> static_cast<size_t>(version)) & 1)
? EnemyType::MERIKLE
: EnemyType::MERICUS;
} else {
return EnemyType::MERICAROL;
}
} else if (this->super_ene->type == EnemyType::DARK_FALZ_3) {
return ((difficulty == Difficulty::NORMAL) && !this->super_ene->alias_target_ene)
? EnemyType::DARK_FALZ_2
: EnemyType::DARK_FALZ_3;
} else if (this->is_rare(version)) {
return type_definition_for_enemy(this->super_ene->type).rare_type(area, event);
} else {
return this->super_ene->type;
}
}
inline bool ever_hit_by_client_id(uint8_t client_id) const {
return this->server_flags & (Flag::ALL_HITS_MASK_FIRST << client_id);
}
inline bool last_hit_by_client_id(uint8_t client_id) const {
return (this->server_flags & Flag::LAST_HIT_MASK) == client_id;
}
inline void set_last_hit_by_client_id(uint8_t client_id) {
this->server_flags = (this->server_flags & (~Flag::LAST_HIT_MASK)) | (Flag::ALL_HITS_MASK_FIRST << client_id) | (client_id & 3);
}
};
struct EventState {
std::shared_ptr<const SuperMap::Event> super_ev;
size_t w_id = 0;
uint16_t flags = 0;
inline void reset() {
this->flags = 0;
}
};
class EntityIterator {
public:
EntityIterator(MapState* map_state, Version version, bool at_end);
void prepare();
void advance();
EntityIterator& operator++();
bool operator==(const EntityIterator& other) const;
bool operator!=(const EntityIterator& other) const;
protected:
virtual size_t num_entities_on_current_floor() const = 0;
MapState* map_state;
Version version;
size_t floor;
size_t relative_index;
};
struct FloorConfig {
struct EntityBaseIndexes {
size_t base_object_index = 0;
size_t base_enemy_index = 0;
size_t base_enemy_set_index = 0;
size_t base_event_index = 0;
};
std::shared_ptr<const SuperMap> super_map;
std::array<EntityBaseIndexes, NUM_VERSIONS> indexes;
EntityBaseIndexes base_super_ids;
EntityBaseIndexes& base_indexes_for_version(Version v) {
return this->indexes.at(static_cast<size_t>(v));
}
const EntityBaseIndexes& base_indexes_for_version(Version v) const {
return this->indexes.at(static_cast<size_t>(v));
}
};
class ObjectIterator : public EntityIterator {
public:
using EntityIterator::EntityIterator;
std::shared_ptr<ObjectState>& operator*();
protected:
virtual size_t num_entities_on_current_floor() const;
};
class EnemyIterator : public EntityIterator {
public:
using EntityIterator::EntityIterator;
std::shared_ptr<EnemyState>& operator*();
protected:
virtual size_t num_entities_on_current_floor() const;
};
class EnemySetIterator : public EntityIterator {
public:
using EntityIterator::EntityIterator;
std::shared_ptr<EnemyState>& operator*();
protected:
virtual size_t num_entities_on_current_floor() const;
};
class EventIterator : public EntityIterator {
public:
using EntityIterator::EntityIterator;
std::shared_ptr<EventState>& operator*();
protected:
virtual size_t num_entities_on_current_floor() const;
};
template <typename IteratorT>
struct Range {
MapState* map_state;
Version version;
IteratorT begin() {
auto ret = IteratorT(this->map_state, this->version, false);
ret.prepare();
return ret;
}
IteratorT end() {
return IteratorT(this->map_state, this->version, true);
}
};
phosg::PrefixedLogger log;
std::array<uint8_t, 0x12> floor_to_area = {};
std::vector<FloorConfig> floor_config_entries;
Difficulty difficulty = Difficulty::NORMAL;
uint8_t event = 0;
uint32_t random_seed = 0;
std::shared_ptr<const RareEnemyRates> bb_rare_rates;
std::vector<std::shared_ptr<ObjectState>> object_states;
std::vector<std::shared_ptr<EnemyState>> enemy_states;
std::vector<std::shared_ptr<EnemyState>> enemy_set_states;
std::vector<std::shared_ptr<EventState>> event_states;
std::vector<size_t> bb_rare_enemy_indexes;
size_t dynamic_obj_base_k_id = 0;
std::array<size_t, NUM_VERSIONS> dynamic_obj_base_index_for_version = {};
// Constructor for free play
MapState(
uint64_t lobby_or_session_id,
Difficulty difficulty,
uint8_t event,
uint32_t random_seed, // For client-matched rare enemies (non-BB)
std::shared_ptr<const RareEnemyRates> bb_rare_rates,
std::shared_ptr<RandomGenerator> rand_crypt,
std::vector<std::shared_ptr<const SuperMap>> floor_map_defs);
// Constructor for quests
MapState(
uint64_t lobby_or_session_id,
Difficulty difficulty,
uint8_t event,
uint32_t random_seed, // For client-matched rare enemies (non-BB)
std::shared_ptr<const RareEnemyRates> bb_rare_rates,
std::shared_ptr<RandomGenerator> rand_crypt,
std::shared_ptr<const SuperMap> quest_map_def);
// Constructor for empty maps (used in challenge mode before a quest starts)
MapState();
~MapState() = default;
void index_super_map(const FloorConfig& floor_config, std::shared_ptr<RandomGenerator> rand_crypt);
void compute_dynamic_object_base_indexes();
inline FloorConfig& floor_config(uint8_t floor) {
return this->floor_config_entries[std::min<uint8_t>(floor, this->floor_config_entries.size() - 1)];
}
inline const FloorConfig& floor_config(uint8_t floor) const {
return this->floor_config_entries[std::min<uint8_t>(floor, this->floor_config_entries.size() - 1)];
}
// Resets states of all entities to their initial values. Used when restarting battles/challenges.
void reset();
inline Range<ObjectIterator> iter_object_states(Version version) {
return Range<ObjectIterator>{.map_state = this, .version = version};
}
inline Range<EnemyIterator> iter_enemy_states(Version version) {
return Range<EnemyIterator>{.map_state = this, .version = version};
}
inline Range<EnemySetIterator> iter_enemy_set_states(Version version) {
return Range<EnemySetIterator>{.map_state = this, .version = version};
}
inline Range<EventIterator> iter_event_states(Version version) {
return Range<EventIterator>{.map_state = this, .version = version};
}
uint16_t index_for_object_state(Version version, std::shared_ptr<const ObjectState> obj_st) const;
uint16_t index_for_enemy_state(Version version, std::shared_ptr<const EnemyState> ene_st) const;
uint16_t set_index_for_enemy_state(Version version, std::shared_ptr<const EnemyState> ene_st) const;
uint16_t index_for_event_state(Version version, std::shared_ptr<const EventState> evt_st) const;
std::shared_ptr<ObjectState> object_state_for_index(Version version, uint16_t object_index);
std::shared_ptr<ObjectState> object_state_for_index(Version version, uint8_t floor, uint16_t object_index);
std::vector<std::shared_ptr<ObjectState>> object_states_for_floor_room_group(
Version version, uint8_t floor, uint16_t room, uint16_t group);
std::vector<std::shared_ptr<ObjectState>> door_states_for_switch_flag(
Version version, uint8_t floor, uint8_t switch_flag);
std::shared_ptr<EnemyState> enemy_state_for_index(Version version, uint16_t enemy_index);
std::shared_ptr<EnemyState> enemy_state_for_index(Version version, uint8_t floor, uint16_t enemy_index);
std::shared_ptr<EnemyState> enemy_state_for_set_index(Version version, uint8_t floor, uint16_t enemy_set_index);
std::shared_ptr<EnemyState> enemy_state_for_floor_type(Version version, uint8_t floor, EnemyType type);
std::vector<std::shared_ptr<EnemyState>> enemy_states_for_floor_room_wave(
Version version, uint8_t floor, uint16_t room, uint16_t wave_number);
std::shared_ptr<EventState> event_state_for_index(Version version, uint8_t floor, uint16_t event_index);
std::vector<std::shared_ptr<EventState>> event_states_for_id(Version version, uint8_t floor, uint32_t event_id);
std::vector<std::shared_ptr<EventState>> event_states_for_floor(Version version, uint8_t floor);
std::vector<std::shared_ptr<EventState>> event_states_for_floor_room_wave(
Version version, uint8_t floor, uint16_t room, uint16_t wave_number);
void import_object_states_from_sync(Version from_version, const SyncObjectStateEntry* entries, size_t entry_count);
void import_enemy_states_from_sync(Version from_version, const SyncEnemyStateEntry* entries, size_t entry_count);
void import_flag_states_from_sync(
Version from_version,
const le_uint16_t* object_set_flags,
size_t object_set_flags_count,
const le_uint16_t* enemy_set_flags,
size_t enemy_set_flags_count,
const le_uint16_t* event_flags,
size_t event_flags_count);
void verify() const;
void print(FILE* stream) const;
};
struct RoomLayoutIndex {
struct Room {
VectorXYZF position;
VectorXYZI angle;
};
std::unordered_map<uint64_t, Room> rooms;
explicit RoomLayoutIndex(const phosg::JSON& json);
const Room& get_room(uint8_t area, uint8_t major_var, uint32_t room_id) const;
};